Emmanuel BENOîT
3de255aad0
The program is loaded and its init part is run. Many bugs were fixed in the process, including various new bugs in the shaders manager.
65 lines
1.2 KiB
C++
65 lines
1.2 KiB
C++
#pragma once
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#if 0
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#include "raymarcher.hh"
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#include "dof.hh"
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#include "bloom.hh"
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#include "combine.hh"
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#include "fxaa.hh"
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#include "profiling.hh"
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#include "sync.hh"
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#endif
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#include "control.hh"
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struct T_Demo
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{
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T_Demo( ) = delete;
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NO_COPY( T_Demo );
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NO_MOVE( T_Demo );
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// ---------------------------------------------------------------------
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T_Demo( const uint32_t width ,
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const uint32_t height );
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bool initialise( );
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void makeUI( );
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void render( );
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bool loadProgram( );
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void runInit( );
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void handleDND(
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ImVec2 const& move ,
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const bool hasCtrl ,
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const bool hasShift ,
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const bool lmb // Left mouse button
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);
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void handleWheel(
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const float wheel ,
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const bool hasCtrl ,
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const bool hasShift
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);
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// ---------------------------------------------------------------------
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const uint32_t width;
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const uint32_t height;
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bool playing = false;
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#if 0
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std::unique_ptr< T_Raymarcher > raymarcher;
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std::unique_ptr< T_DoFPass > dof;
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std::unique_ptr< T_BloomPass > bloom;
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std::unique_ptr< T_CombinePass > combine;
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std::unique_ptr< T_FXAAPass > fxaa;
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#endif
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T_OwnPtr< ops::T_OpProgram > program;
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T_OwnPtr< ops::T_OpContext > context;
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private:
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bool playingPrevious = false;
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float lastFrame;
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};
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